feat(rng-seam): IRandomSource interface + RandomSourceBridge arithmetic

Adds the RNG seam skeleton (Task 1 of M12): IRandomSource (NextUnit/NextSelf)
and RandomSourceBridge.Range mirroring BattleManagerBase.StableRandom exactly
(`(int)Math.Floor(val * unit)`). RngSeamTests pins the floor arithmetic (1 test, passing).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 10:14:50 -04:00
parent 7370a35e9c
commit c77d789558
3 changed files with 48 additions and 0 deletions

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namespace SVSim.BattleEngine.Rng
{
// The battle RNG seam. The headless authoritative mgr (HeadlessBattleMgr) routes the engine's
// StableRandom* calls through this instead of the IsForecast-gated System.Random fields, so the
// server rolls real outcomes (decoupling F2) and tests can replay a known sequence.
public interface IRandomSource
{
// Synced stream, [0,1). Drives StableRandom (via RandomSourceBridge.Range) and StableRandomDouble.
double NextUnit();
// Self-only stream, [0,max). Mirrors StableRandomOnlySelf (engine: _stableRandomOnlySelf.Next(val)).
int NextSelf(int max);
}
}

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using System;
namespace SVSim.BattleEngine.Rng
{
// The ONE place engine roll-logic is re-authored (the virtual-override seam restates it rather than
// body-patching the Engine file). Isolated here so it is unit-testable and pinned to the verbatim
// engine by the parity test (RngSeamTests.SeededSource_matches_engine_generator / Task 5). Mirrors
// BattleManagerBase.StableRandom: `(int)Math.Floor((double)val * unit)`.
public static class RandomSourceBridge
{
public static int Range(int val, double unit) => (int)Math.Floor((double)val * unit);
}
}